I cannot understand how releases are made with apparently minimal quality assurance being done. Fundamental game mechanics are being broken. Do you guys do any testing AT ALL? If you make a change to the RES spawn mechanics it takes about 5 minutes to determine if they're working as intended. Instead it seems like you just push out a release and then take about 5 attempts to get a particular feature working how you want.
So the repair costs are broken AGAIN and they now need to be fixed AGAIN. Someone obviously made a change to the repair cost calculator; but how did you release it without checking if it works? This is just utterly amateurish. Did you want to start making e.g. Python damage millions to repair, again? If so, why didn't you announce this in the release notes?
So you've prevented shields from recharging when you exist an instance. Why have you also prevented them recharging when I'm docked at a station? I dock, enter hangar, leave the game, come back a day later and my shields are still the same level. Congratutlations, now you force players who take shield damage to actually sit in space waiting for the recharge. Given how quickly NPCs can take down a A6-triple boosted shielded Python, that's now a lot of time spending waiting for shields. That's absolutely no fun, and this is a game, it's supposed to be enjoyable.
So, FD, PLEASE:
1) TEST, TEST and TEST again any changes you make to the game mechanics so that you get it right FIRST TIME
2) Give us some proper, detailed, release notes rather than the cryptic one liners. TELL US what you changed and how it affects the game.
3) Come up with a new way of incentivising beta testers, because the current mechanism isn't working.
4) LISTEN to the beta testers, and FIX the issues they raise before release.
So the repair costs are broken AGAIN and they now need to be fixed AGAIN. Someone obviously made a change to the repair cost calculator; but how did you release it without checking if it works? This is just utterly amateurish. Did you want to start making e.g. Python damage millions to repair, again? If so, why didn't you announce this in the release notes?
So you've prevented shields from recharging when you exist an instance. Why have you also prevented them recharging when I'm docked at a station? I dock, enter hangar, leave the game, come back a day later and my shields are still the same level. Congratutlations, now you force players who take shield damage to actually sit in space waiting for the recharge. Given how quickly NPCs can take down a A6-triple boosted shielded Python, that's now a lot of time spending waiting for shields. That's absolutely no fun, and this is a game, it's supposed to be enjoyable.
So, FD, PLEASE:
1) TEST, TEST and TEST again any changes you make to the game mechanics so that you get it right FIRST TIME
2) Give us some proper, detailed, release notes rather than the cryptic one liners. TELL US what you changed and how it affects the game.
3) Come up with a new way of incentivising beta testers, because the current mechanism isn't working.
4) LISTEN to the beta testers, and FIX the issues they raise before release.